optimized AngleVectors calls (pass NULL for vectors that should not be generated)
[divverent/darkplaces.git] / r_explosion.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20
21 #include "quakedef.h"
22
23 float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
24
25 #define MAX_EXPLOSIONS 64
26 #define EXPLOSIONGRID 16
27 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
28 #define EXPLOSIONTRIS (EXPLOSIONVERTS*2)
29 #define EXPLOSIONSTARTRADIUS (0.0f)
30 #define EXPLOSIONSTARTVELOCITY (500.0f)
31 #define EXPLOSIONFADESTART (1.5f)
32 #define EXPLOSIONFADERATE (6.0f)
33
34 vec3_t explosionspherevert[EXPLOSIONVERTS];
35 vec3_t explosionspherevertvel[EXPLOSIONVERTS];
36 float explosiontexcoords[EXPLOSIONVERTS][2];
37 int explosiontris[EXPLOSIONTRIS][3];
38 int explosionnoiseindex[EXPLOSIONVERTS];
39 vec3_t explosionpoint[EXPLOSIONVERTS];
40
41 typedef struct explosion_s
42 {
43         float starttime;
44         float alpha;
45         vec3_t vert[EXPLOSIONVERTS];
46         vec3_t vertvel[EXPLOSIONVERTS];
47 }
48 explosion_t;
49
50 explosion_t explosion[128];
51
52 rtexture_t      *explosiontexture;
53 rtexture_t      *explosiontexturefog;
54
55 cvar_t r_explosionclip = {"r_explosionclip", "0"};
56
57 int R_ExplosionVert(int column, int row)
58 {
59         int i;
60         float a, b, c;
61         i = row * (EXPLOSIONGRID + 1) + column;
62         a = row * M_PI * 2 / EXPLOSIONGRID;
63         b = column * M_PI * 2 / EXPLOSIONGRID;
64         c = cos(b);
65         explosionpoint[i][0] = cos(a) * c;
66         explosionpoint[i][1] = sin(a) * c;
67         explosionpoint[i][2] = -sin(b);
68         explosionnoiseindex[i] = (row & (EXPLOSIONGRID - 1)) * EXPLOSIONGRID + (column & (EXPLOSIONGRID - 1));
69         explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONGRID;
70         explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONGRID;
71         return i;
72 }
73
74 void r_explosion_start()
75 {
76         int x, y;
77         byte noise1[128][128], noise2[128][128], data[128][128][4];
78         fractalnoise(&noise1[0][0], 128, 2);
79         fractalnoise(&noise2[0][0], 128, 2);
80         for (y = 0;y < 128;y++)
81         {
82                 for (x = 0;x < 128;x++)
83                 {
84                         int j, r, g, b, a;
85                         j = noise1[y][x] * 3 - 128;
86                         r = (j * 512) / 256;
87                         g = (j * 256) / 256;
88                         b = (j * 128) / 256;
89                         a = noise2[y][x];
90                         data[y][x][0] = bound(0, r, 255);
91                         data[y][x][1] = bound(0, g, 255);
92                         data[y][x][2] = bound(0, b, 255);
93                         data[y][x][3] = bound(0, a, 255);
94                 }
95         }
96         explosiontexture = R_LoadTexture ("explosiontexture", 128, 128, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
97         for (y = 0;y < 128;y++)
98                 for (x = 0;x < 128;x++)
99                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
100         explosiontexturefog = R_LoadTexture ("explosiontexturefog", 128, 128, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
101 }
102
103 void r_explosion_shutdown()
104 {
105 }
106
107 void R_Explosion_Init()
108 {
109         int i, x, y;
110         i = 0;
111         for (y = 0;y < EXPLOSIONGRID;y++)
112         {
113                 for (x = 0;x < EXPLOSIONGRID;x++)
114                 {
115                         explosiontris[i][0] = R_ExplosionVert(x    , y    );
116                         explosiontris[i][1] = R_ExplosionVert(x + 1, y    );
117                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
118                         i++;
119                         explosiontris[i][0] = R_ExplosionVert(x + 1, y    );
120                         explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
121                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
122                         i++;
123                 }
124         }
125         for (i = 0;i < EXPLOSIONVERTS;i++)
126         {
127                 explosionspherevert[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTRADIUS;
128                 explosionspherevert[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTRADIUS;
129                 explosionspherevert[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTRADIUS;
130                 explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
131                 explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
132                 explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
133         }
134
135         Cvar_RegisterVariable(&r_explosionclip);
136
137         R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown);
138 }
139
140 void R_NewExplosion(vec3_t org)
141 {
142         int i, j;
143         float dist;
144         byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
145         fractalnoise(noise, EXPLOSIONGRID, 2);
146         for (i = 0;i < MAX_EXPLOSIONS;i++)
147         {
148                 if (explosion[i].alpha <= 0.0f)
149                 {
150                         explosion[i].alpha = EXPLOSIONFADESTART;
151                         for (j = 0;j < EXPLOSIONVERTS;j++)
152                         {
153                                 dist = noise[explosionnoiseindex[j]] * (1.0f / 512.0f) + 0.5;
154                                 explosion[i].vert[j][0] = explosionspherevert[j][0] * dist + org[0];
155                                 explosion[i].vert[j][1] = explosionspherevert[j][1] * dist + org[1];
156                                 explosion[i].vert[j][2] = explosionspherevert[j][2] * dist + org[2];
157                                 explosion[i].vertvel[j][0] = explosionspherevertvel[j][0] * dist;
158                                 explosion[i].vertvel[j][1] = explosionspherevertvel[j][1] * dist;
159                                 explosion[i].vertvel[j][2] = explosionspherevertvel[j][2] * dist;
160                         }
161                         break;
162                 }
163         }
164 }
165
166 void R_DrawExplosion(explosion_t *e)
167 {
168         int i, index, *indexlist = &explosiontris[0][0], alpha = bound(0, e->alpha * 128.0f, 128), texnum, fogtexnum;
169         float s, t;
170 //      s = cl.time * 1;
171 //      t = cl.time * 0.75;
172 //      s -= (int) s;
173 //      t -= (int) t;
174         s = 0;
175         t = 0;
176         /*
177         glColor4f(1,1,1,e->alpha);
178         glDisable(GL_TEXTURE_2D);
179 //      glBindTexture(GL_TEXTURE_2D, explosiontexture);
180         glVertexPointer(3, GL_FLOAT, 0, (float *) &e->vert[0][0]);
181 //      glTexCoordPointer(2, GL_FLOAT, 0, (float *) &explosiontexcoords[0][0]);
182         glEnableClientState(GL_VERTEX_ARRAY);
183 //      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
184         glDrawElements(GL_TRIANGLES, EXPLOSIONTRIS, GL_UNSIGNED_INT, indexlist);
185 //      glDisableClientState(GL_TEXTURE_COORD_ARRAY);
186         glDisableClientState(GL_VERTEX_ARRAY);
187         glEnable(GL_TEXTURE_2D);
188         */
189         texnum = R_GetTexture(explosiontexture);
190         fogtexnum = R_GetTexture(explosiontexturefog);
191         for (i = 0;i < EXPLOSIONTRIS;i++)
192         {
193                 transpolybegin(texnum, 0, fogtexnum, TPOLYTYPE_ALPHA);
194                 index = *indexlist++;transpolyvert(e->vert[index][0], e->vert[index][1], e->vert[index][2], explosiontexcoords[index][0] + s, explosiontexcoords[index][1] + t, 255, 255, 255, alpha);
195                 index = *indexlist++;transpolyvert(e->vert[index][0], e->vert[index][1], e->vert[index][2], explosiontexcoords[index][0] + s, explosiontexcoords[index][1] + t, 255, 255, 255, alpha);
196                 index = *indexlist++;transpolyvert(e->vert[index][0], e->vert[index][1], e->vert[index][2], explosiontexcoords[index][0] + s, explosiontexcoords[index][1] + t, 255, 255, 255, alpha);
197                 transpolyend();
198         }
199 }
200
201 void R_MoveExplosion(explosion_t *e, float frametime)
202 {
203         int i;
204         vec3_t end;
205         e->alpha -= frametime * EXPLOSIONFADERATE;
206         for (i = 0;i < EXPLOSIONVERTS;i++)
207         {
208                 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
209                 {
210                         end[0] = e->vert[i][0] + frametime * e->vertvel[i][0];
211                         end[1] = e->vert[i][1] + frametime * e->vertvel[i][1];
212                         end[2] = e->vert[i][2] + frametime * e->vertvel[i][2];
213                         if (r_explosionclip.value)
214                         {
215                                 float f, dot;
216                                 vec3_t impact, normal;
217                                 f = TraceLine(e->vert[i], end, impact, normal);
218                                 VectorCopy(impact, e->vert[i]);
219                                 if (f < 1)
220                                 {
221                                         // clip velocity against the wall
222                                         dot = -DotProduct(e->vertvel[i], normal);
223                                         e->vertvel[i][0] += normal[0] * dot;
224                                         e->vertvel[i][1] += normal[1] * dot;
225                                         e->vertvel[i][2] += normal[2] * dot;
226                                 }
227                         }
228                         else
229                         {
230                                 VectorCopy(end, e->vert[i]);
231                         }
232                 }
233         }
234 }
235
236 void R_MoveExplosions()
237 {
238         int i;
239         float frametime;
240         frametime = cl.time - cl.oldtime;
241         for (i = 0;i < MAX_EXPLOSIONS;i++)
242         {
243                 if (explosion[i].alpha > 0.0f)
244                 {
245                         if (explosion[i].starttime > cl.time)
246                         {
247                                 explosion[i].alpha = 0;
248                                 continue;
249                         }
250                         R_MoveExplosion(&explosion[i], frametime);
251                 }
252         }
253 }
254
255 void R_DrawExplosions()
256 {
257         int i;
258         for (i = 0;i < MAX_EXPLOSIONS;i++)
259         {
260                 if (explosion[i].alpha > 0.0f)
261                 {
262                         R_DrawExplosion(&explosion[i]);
263                 }
264         }
265 }